334 East Main St. Suite B, Sylva, NC, 28779
Cards Tracked
8577
In Stock
8577
Rating
—
Inventory last scanned: 6/20/2026, 6:05:49 PM
Creature — Merfolk Wizard
Flying As long as you control another Wizard, this creature has "When this creature dies, draw a card."
Creature — Kor Cleric
Vigilance This creature has lifelink as long as you control another Cleric.
Creature — Bird
Flying When this creature enters, support 2. (Put a +1/+1 counter on each of up to two other target creatures.)
Creature — Human Citizen
{1}{U}, Exile this card from your graveyard: Create a 1/1 blue Fish creature token with "This token can't be blocked." Activate only as a sorcery.
Creature — Human Soldier
{T}, Sacrifice this creature: It deals 2 damage to target attacking or blocking creature.
Creature — Human Artificer
Flying When this creature enters, create two 1/1 colorless Thopter artifact creature tokens with flying.
Enchantment
You may look at the top card of your library any time. You may play lands and cast spells from the top of your library. You can't play lands or cast spells from your hand. {3}{R}: Destroy this enchantment.
Sorcery
Create an X/X blue and red Weird creature token, where X is the number of instant and sorcery cards in your graveyard. Then you may return an instant or sorcery card from your graveyard to your hand. Exile Experimental Overload.
Creature — Human Ooze
Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) Remove two +1/+1 counters from this creature: Regenerate it. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)
Artifact
This artifact enters with two +1/+1 counters on it. Whenever a creature you control with a +1/+1 counter on it dies, put a +1/+1 counter on this artifact. {T}: Move a +1/+1 counter from this artifact onto target creature. Activate only as a sorcery.
Artifact — Equipment
Whenever equipped creature attacks, look at the top card of your library. If it's a land card, you may put it onto the battlefield tapped. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)
Sorcery
Destroy up to one target artifact. Put a +1/+1 counter on up to one target creature.
Instant
Kicker {5} (You may pay an additional {5} as you cast this spell.) Target creature gets +2/+2 until end of turn. If this spell was kicked, that creature gets +5/+5 until end of turn instead.
Instant
Explosive Impact deals 5 damage to any target.
Instant
Destroy target artifact or enchantment. Scry 1.
Sorcery
Look at the top three cards of your library. Put one of them into your hand, put one of them on the bottom of your library, and exile one of them. You may play the exiled card this turn.
Creature — Elf Warrior
When this creature dies, create a 1/1 green Elf Warrior creature token. Encore {4}{B} ({4}{B}, Exile this card from your graveyard: For each opponent, create a token copy that attacks that opponent this turn if able. They gain haste. Sacrifice them at the beginning of the next end step. Activate only as a sorcery.)
Enchantment — Aura
Enchant creature Whenever enchanted creature attacks, it deals 2 damage to any target.
Creature — Demon
Flying Whenever another creature leaves the battlefield, you may have target player mill two cards. Unearth {2}{B} ({2}{B}: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature — Wolf Bear
Whenever this creature attacks, you may change the base power and toughness of target Human you control to this creature's power and toughness until end of turn.
Creature — Vampire Soldier
Flying
Creature — Elf Assassin
When this creature enters, target creature an opponent controls gets -1/-1 until end of turn.
Creature — Elf Warrior
When this creature dies, create three 1/1 green Elf Warrior creature tokens, then mill three cards. (Put the top three cards of your library into your graveyard.)
Sorcery
Non-Elf creatures get -2/-2 until end of turn.
Kindred Instant — Elf
Destroy target non-Elf creature.
Creature — Faerie
Flying Whenever this creature deals combat damage to a player, each player mills a card. (Each player puts the top card of their library into their graveyard.)
Creature — Drake
Flying This creature gets +2/+0 as long as you've drawn two or more cards this turn.
Sorcery — Arcane
Return target permanent to its owner's hand.
Enchantment
At the beginning of your upkeep, scry 1. {5}{U}: Exchange control of this enchantment and target nonland permanent. Activate only as a sorcery.
Instant
Create a 1/1 white Bird creature token with flying, then populate. (Create a token that's a copy of a creature token you control.)
Instant
Target creature gets -11/-11 until end of turn.
Enchantment
Whenever you cast an instant or sorcery spell, you may pay {1}. If you do, scry 2. (Look at the top two cards of your library, then put any number of them on the bottom and the rest on top in any order.)
Creature — Eye Bat
Flying When this creature dies, learn. (You may reveal a Lesson card you own from outside the game and put it into your hand, or discard a card to draw a card.)
Creature — Elf Archer
Reach (This creature can block creatures with flying.) Whenever this creature blocks a creature with flying, this creature gets +3/+0 until end of turn.
Creature — Nightmare Horror
When this creature enters, exile another target creature. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature — Nightmare Horror
Shadow (This creature can block or be blocked by only creatures with shadow.) When this creature enters, exile another target creature with shadow. When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Snow Land
{T}: Add {C}. {S}{S}{S}: This land becomes a 4/3 creature with vigilance and all creature types until end of turn. It's still a land. ({S} can be paid with one mana from a snow source.)
Enchantment — Aura
Enchant creature Enchanted creature gets +2/+2. As long as another Aura is attached to enchanted creature, it has first strike and lifelink.
Creature — Human Wizard
{1}, {T}: Draw a card, then discard a card.
Instant
Reveal the top five cards of your library. An opponent separates those cards into two piles. Put one pile into your hand and the other into your graveyard.
Instant
Exile target card from a graveyard. Cycling {B} ({B}, Discard this card: Draw a card.)
Sorcery
Exile target artifact or enchantment.
Enchantment
At the beginning of each end step, if you've cast both a creature spell and a noncreature spell this turn, create a Clue token, a Food token, and a Treasure token.
Creature — Faerie Rogue
Flash Flying When this creature enters, target creature an opponent controls gets -2/-0 until end of turn.
Creature — Faerie Rogue
Flying When this creature enters, sacrifice it unless you return another creature you control to its owner's hand.
Artifact Creature — Faerie Artificer
Flying When this creature enters, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.
Creature — Faerie Rogue
Flying When this creature enters, if you control another creature named Faerie Miscreant, draw a card.
Creature — Faerie
Kicker {3}{U} (You may pay an additional {3}{U} as you cast this spell.) If this creature was kicked, it enters with two +1/+1 counters on it and with flying.
Kindred Instant — Faerie
Counter target non-Faerie spell. If that spell is countered this way, exile it instead of putting it into its owner's graveyard.
Creature — Faerie Rogue
Flash (You may cast this spell any time you could cast an instant.) Flying Whenever you draw your second card each turn, put a +1/+1 counter on this creature.
Instant
Counter target spell. Draw a card, then discard a card.
Creature — Dwarf Soldier
When this creature enters, exile target creature an opponent controls until this creature leaves the battlefield.
Instant
Discard a card, then draw a card. Rebound (If you cast this spell from your hand, exile it as it resolves. At the beginning of your next upkeep, you may cast this card from exile without paying its mana cost.)
Enchantment
Whenever you cycle or discard a card, you may pay {1}. If you do, each opponent loses 2 life and you gain 2 life.
Enchantment — Aura
Enchant permanent When this Aura enters, you gain 4 life. Enchanted permanent can't attack or block, and its activated abilities can't be activated unless they're mana abilities.